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SlightlyMadman posted:How does that work if my game runs on a django back-end? Do I need to make a static offline version? Submit everything you can, including back-end binaries. Include a readme file with a link to your live website version. Judges will use your live website but we need an archival version of your game as well. edit: I should add that we have this rule partly to ensure the site backend doesn't get smashed by people uploading a 1gb game multiple times. Along with other considerations with archival of the submitted games. Calipark fucked around with this message at 04:59 on Jul 20, 2015 |
# ? Jul 20, 2015 04:31 |
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# ? May 9, 2024 02:56 |
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I think people are concerned BECAUSE they want to submit early so they're not rushing like poem recommended. But if they do submit early and then find an issue an hour later they won't be able to update their submission even if it's still before the deadline. I mean obviously one submission vs an open submission that locks down create a different feeling, but surely you can understand why people might prefer one over the other. They want to have a working build submitted early for safety sake, with the ability to replace it prior to the deadline if there are bugs they find afterwards.
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# ? Jul 20, 2015 04:41 |
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shoutouts to IRC krew
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# ? Jul 20, 2015 04:52 |
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JonTerp posted:Submit everything you can, including back-end binaries. Include a readme file with a link to your live website version. Ok that makes sense. The game is 99% javascript, but I'm using a django server for save games and some initialization and game data. I could put together a static version if need be, but if I can submit the code as well as a link to play the game online that's probably the best from both perspectives. I just mostly don't want to do anything that will make it a hassle or annoying for judges to have to play my game. The main reason I made it web-based in the first place is that judges in previous years had mentioned they prefer that since they don't have to mess with zip files and installations.
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# ? Jul 20, 2015 04:57 |
To wrap up the day, we found that you can effectively hide a head in Unity by scaling the neck and head bones down to 0. This is great for Oculus Rift support. However, for some reason VR mode breaks our ability to move forward (strangely enough, rigidbody.addForce() isn't moving our character forward when VR support is turned on). We added in smoke when you're braking. Honk is in, but very buggy as we play with blending between IK and animations. Likely we'll end up handling the entire thing with a moving IK target. https://www.youtube.com/watch?v=rjmd4BsKP9s Still need to finish honking, multiplayer, main menu, a track, fix VR support, rudimentary AI, and Xbox controller support. Depending on where we stand a week from today, we might see about item support.
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# ? Jul 20, 2015 05:09 |
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It's worth mentioning that the deadline is SOLID. The site will stop taking submissions on August 1st ON THE DOT. Use the countdown on the site to gauge this. We strongly encourage you to adjust your plans to have your game finished, tested, and ready to go a day or two before the deadline as once that clock runs out, that's it. We will not accept your game, even if you started the upload before the end and couldn't finish the upload.
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# ? Jul 20, 2015 05:25 |
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JonTerp posted:It's worth mentioning that the deadline is SOLID. The site will stop taking submissions on August 1st ON THE DOT. Use the countdown on the site to gauge this. What time zone?
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# ? Jul 20, 2015 08:44 |
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yaaaaaagh
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# ? Jul 20, 2015 11:37 |
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Like a complete dumbass I worked on my original idea (another Game Knight RPG) for two weeks but just flat out didn't write enough jokes to make anything I felt good enough about handing in. Maybe I'll make a Game Knight game later and sink more time into it. The other side of the story was that I snagged that Humble Bundle and started playing with the toys. I am now in love with Sprite Lamp. So I came up with a new idea that I'm going to lack enough time to flesh out properly but whatever. Maybe I'll work on it more after the jam. It starts with SHMUP concepts but the main critical omission is ambient light. While your typical SHMUP just lights everything this one exists in a world where that went wrong. Among other things. Short of it is, the game is extremely dark and making light suddenly became kind of hard. What few lights that exist are limited in what they can see. The other critical omission is death. You can't "die" or lose the game really but colliding with the wrong stuff makes your lights dimmer. When they go out they turn back on but you find yourself suddenly wherever you started. I figured it was a cool idea and gives me an excuse to fiddle with Sprite Lamp and learn new poo poo. So long as I learned something it's a win! It might end up not being more than "fly around and dodge the dark squares you can't always see" but gently caress it, it'll teach me some things.
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# ? Jul 20, 2015 12:26 |
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poemdexter posted:For anyone that's not done a gamejam before, the commonly accepted advice is always have your game done and turned in early. Do NOT wait until the last second because you will rush and you will always forget something. Don't let your month of work go to waste because you rushed to turn in and left in a game breaking bug. Yes, this a hundred times. Everyone should realize: game jams are 40% about being able to make a good game and 60% about time management. Don't overscope, pick a concept that you KNOW is developable in 30 days, and complete the gameplay mechanics as early as possible so you can spend tons of time on adding content, bug squashing, polishing, etc. I had my gameplay basically 100% complete in the first 5 days and I'm still a little worried about getting the game out in a state I'm happy with.
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# ? Jul 20, 2015 15:23 |
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I have a mostly complete build of my game and I just did the best thing I could have done with it: I had someone who had not seen or knew anything about it sit down and play it. Right off the bat, I saw about 6 things I need to change. Things that I wouldn't have seen because I am too close to it.
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# ? Jul 20, 2015 16:13 |
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Lowen SoDium posted:I have a mostly complete build of my game and I just did the best thing I could have done with it: I had someone who had not seen or knew anything about it sit down and play it. I'm putting this in the OP because YES. Get normal people to sit down right in front of you and play your game. You will learn soooo much and if you act on the feedback, likely make your game loads better.
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# ? Jul 20, 2015 23:07 |
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Here's my current progress after a few days of work. I added an interrupt handler today, then accidentally overwrote it with my frame buffer and spent the next couple of hours wondering why my game was crashing. Fun times.
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# ? Jul 21, 2015 00:17 |
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Polo-Rican posted:Yes, this a hundred times. Everyone should realize: game jams are 40% about being able to make a good game and 60% about time management. Don't overscope, pick a concept that you KNOW is developable in 30 days, and complete the gameplay mechanics as early as possible so you can spend tons of time on adding content, bug squashing, polishing, etc. I had my gameplay basically 100% complete in the first 5 days and I'm still a little worried about getting the game out in a state I'm happy with. Or when life decides to eat you, tear up your old idea and find something you can get done in a few days. Yay life.
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# ? Jul 21, 2015 00:51 |
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BossRighteous posted:What time zone?
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# ? Jul 21, 2015 03:39 |
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got a functional 'game over' screen now, feat. medals depending on what you do during the game! what fun. edit: i've been busy the past week, but fortunately had a productive first week that i'm more or less into testing and bugfixin', just adding tertiary details and more content, basically. the suggestion of getting others to play your game and watching them is such a fantastic idea, it really immediately gives you another perspective. alf_pogs fucked around with this message at 06:28 on Jul 21, 2015 |
# ? Jul 21, 2015 04:49 |
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Ain't got much new happening at the moment in terms of actual gameplay or levels - been working on some of the boring stuff like scorekeeping, level unlocks etc but here's a compilation gif of some deaths edit: something new I guess KRILLIN IN THE NAME fucked around with this message at 10:58 on Jul 21, 2015 |
# ? Jul 21, 2015 05:49 |
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KRILLIN IN THE NAME posted:Ain't got much new happening at the moment in terms of actual gameplay or levels - been working on some of the boring stuff like scorekeeping, level unlocks etc but here's a compilation gif of some deaths I want a dog with laser beam eyes. e: Day 20, I took it easy and only did a little work. Adjusted spawners a bit and made a sprite animation for the roller: I think tomorrow I'll work on either a title screen or sounds. Mo_Steel fucked around with this message at 05:58 on Jul 21, 2015 |
# ? Jul 21, 2015 05:52 |
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So many more...assets to create...no time....
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# ? Jul 21, 2015 08:26 |
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Arachne posted:Here's my current progress after a few days of work. C64?! Sweet. I've been thinking of trying to submit a gameboy game but I probably won't have time to code actual gameplay.
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# ? Jul 21, 2015 12:16 |
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Arachne posted:Here's my current progress after a few days of work. This is the most authentic retro looking screen I've seen in a long time. LOAD "*",8,1
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# ? Jul 21, 2015 12:42 |
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# ? Jul 21, 2015 21:13 |
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boiinnnggg
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# ? Jul 21, 2015 22:39 |
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KRILLIN IN THE NAME posted:boiinnnggg
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# ? Jul 22, 2015 00:13 |
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Shalinor posted:So if you die/get hurt for touching surfaces anyways... does it being an ice stage have any practical impact? The ice levels don't really effect gameplay a huge amount, just a different environment. I guess the snow/frost kind of obfuscates your vision a little bit but not a huge amount. The only gameplay difference is the bodies of water are frozen over so you bounce off of them instead of being able to go inside. Bumping into walls at higher speeds causes damage, but spikes are always an instant kill. If you hit the flat part of a rotating spike trap you can bounce off of it too!
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# ? Jul 22, 2015 01:10 |
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this might be a real dumb question, but is there any requirement to have the SAGDC logo somewhere in the final game? like on a splash page or start screen or anything? or is it considered 'good etiquette' or anything?
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# ? Jul 22, 2015 03:00 |
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# ? Jul 22, 2015 07:51 |
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Nice here is another gif with a dog
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# ? Jul 22, 2015 09:39 |
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This is all amazing stuff.
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# ? Jul 22, 2015 11:50 |
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KRILLIN IN THE NAME posted:
wow that dog is a jerk
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# ? Jul 22, 2015 13:59 |
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KRILLIN IN THE NAME posted:Nice Can you make the dog face the camera and laugh, Duck Hunt style, if the player dies within his view range?
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# ? Jul 22, 2015 14:11 |
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I have no idea if I'll finish this in time!
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# ? Jul 22, 2015 21:02 |
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You misspelled color.
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# ? Jul 22, 2015 22:14 |
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poemdexter posted:You misspelled color. And randomize.
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# ? Jul 22, 2015 22:18 |
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I don't speak murrcahn
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# ? Jul 22, 2015 23:19 |
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SynthOrange posted:yaaaaaagh I love this.
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# ? Jul 22, 2015 23:55 |
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I think I have a new idea I can finish in the little bit of time left. Wish me luck, I'll need it.
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# ? Jul 23, 2015 00:08 |
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https://www.youtube.com/watch?v=yWX4OMJ8MUY I make fishing game. I'm slacking hard, but I think it's still on track to be finished but probably pretty poo poo at the deadline.
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# ? Jul 23, 2015 00:30 |
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Enos Shenk posted:
Instead of Screen Space reflections just use a cube map. SSR is horrible for highly reflective water surfaces.
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# ? Jul 23, 2015 01:04 |
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# ? May 9, 2024 02:56 |
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poo poo we need to make a titlescreen for burggame, what should we do... OH I KNOW! ... Wait, I can't get a gif of this. I'm the mergrheamhanz guy, it'd ruin my reputation, it's not fun and weird and wacky enough! Fixed it!
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# ? Jul 23, 2015 02:21 |